Well I can't download and transfer my videos on DT which is fucking horseshit. So that's a no-go at this time. My Lynda tutorials were useless, not at all what I wanted. If this gnomonworkshop thing doesn't pull through I'm pretty much fucked I think. It sucks when you have 2 backup plans and they all fail.
I don't think Maya can ignore portions of a single model when baking, if that's a consideration. But if you have objects with the same material applied, you can use the hypergraph; right click a material and "select objects with material". Even if only a single face has that material, maya still gives you an object…
Perfect timing lol, my brother has been badgering me to get one and I think I'm finally ready. I have an extra copy of the new Super Mario, but Animal Crossing is my childhood, so I'll be getting that one as well. Does Monster Hunter transfer well to the smaller screen? I considered it for the WiiU.
I think I may have done it by accident, i tried loading the UV'd basemesh into zbrush while I had my old one still open and it detected them being the same, poped up with a box asking if I wanted to transfer hi-res details to new base-mesh, hit yes and I think that's done it :)
write down "everything" is a bit much, but a "knowledge transfer" phase is a pretty common practice to wrap up a job in a professional manner. keep in mind, any sort of docs will never replace TA staff who can apply this knowledge and adapt it to solve all kinds of different issues. if that were the case companies wouldn't…
Layer strips more efficiently but yeah I just transfer the normals from a really rough sketch of the torso into the hair like you said. It helps if your hair strip does not suddenly "stop" but fades at the borders until it goes full transparent close to the edge (either by making hair more scarce or by actual gradient).…
You don't have to do UVs first, there are many tools in zbrush that will allow you to do the UVs whenever you want. From using goz to put UVs onto a model and bring it back in to transferring details from the sculpted model to a low poly model with UVs set up or creating UVs in zbrush itself on the sculpted model.
you should contact autodesk before making any purchase and verify that there is no license transfer fee attached in your region for a 2nd hand purchase of any autodesk package. i vaguely remember something like that for 3ds max way back in the day (in the EU). they did it for some other discreet products as well if memory…
Thank You very much. My confusion was how to transfer vertex colour to the practical mesh. Of course, Surface Noise, Saving Masks etc will require UVs on the sculpting mesh, but for some ridiculous reason I thought there had to be a direct link between the two UVs - hence the confus/ing/ed question. Good Lord, Sweet…
I read the what's new features they are adding some shitty max features like when you create a cube you can pull the mouse on screen for width height depth. That shit is inefficient and I will disable it immediately. Looking forward to transfer uv's between two different topologies that would be a huge time saver for…